Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_EditorPropertyAccess.h
2025-05-18 13:04:45 +08:00

57 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BlueprintActionFilter.h"
#include "K2Node_CallFunction.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_EditorPropertyAccess.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UEdGraph;
class UObject;
UCLASS(Abstract)
class UK2Node_EditorPropertyAccessBase : public UK2Node_CallFunction
{
GENERATED_BODY()
public:
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node Interface
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
virtual bool IsActionFilteredOut(const class FBlueprintActionFilter& Filter) override;
virtual void EarlyValidation(class FCompilerResultsLog& MessageLog) const override;
//~ End UK2Node Interface
protected:
//~ Begin UK2Node_CallFunction interface
virtual bool CanToggleNodePurity() const override { return false; }
//~ End UK2Node_CallFunction interface
};
UCLASS()
class UK2Node_GetEditorProperty : public UK2Node_EditorPropertyAccessBase
{
GENERATED_BODY()
public:
UK2Node_GetEditorProperty();
};
UCLASS()
class UK2Node_SetEditorProperty : public UK2Node_EditorPropertyAccessBase
{
GENERATED_BODY()
public:
UK2Node_SetEditorProperty();
};